----------------------------------------------------------------------------- MORNINGTON NOMIC Proposals for Voting on in Week Eight ----------------------------------------------------------------------------- Proposal 767 - Not at All Good for the Environment [Action] New Rule 1.7.x - Not at All Good for the Environment A Player may perform a Pre-Move Action of "[Taxiplane to ]", where is defined as an Airport Interchange, provided e is at an Airport Interchange. When a Player performs the Action "[Taxiplane to ]", eir LV is set to zero, and a Special Move to is allowed. New Rule 1.7.x - Power-crazed Egotistical Entrepreneur A Player may perform a Post-Move Action of "[Bransoning]", provided e is at an Airport Interchange. When a Player performs the Action "[Bransoning]", eir LV is set to zero, and e must roll a 295-sided die. The next Actioning Player must then look up the rolled number in the Venbacker Table. The Bransoning Player is deemed to have ended eir Turn at the Station indicated by the roll. This Special Move is always allowed. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Taxiplane to ] Pre 1.7.x -2 Gr -1 Bk [Bransoning] Post 1.7.x -1 Go -2 Gr -1 Bk {Comment: Halved the prices and cleaned Bransoning a bit. } ----------------------------------------------------------------------------- Proposal 768 - Game States rewrite [Multiple] -New Rule: Rule 1.8.0: A Game may be in one or more Game States. These should be listed in a section on the Game State Document: if there is not room to enter a Game State into the relevant area, enough Game States should be deleted from the start of the line to make room for it. {Comment: The main effect of this is because I believe Game States should be considered different from Disruptions. Disruptions generally affect one Station or Line, and that Station or Line needs to be mentioned: Game States affect the whole Game - hence Circle Line states are becoming a Disruption as they affect only one Line.} -Amend Rule 1.2.0, the third paragraph to read: The GSD shall also include the following information, each in an appropriate format: Game Day and Time Wild Stations Game States Disrupted Services Station Contents Courier Calls. - Amend Rule 1.2.2 to remove "Game States" from the list of Disruptions if it has been put there: Game States should now have a box of their own, similar in format to the Disrputions box. - Amend Rule 1.8.2: While a Parks and Greens Cascade is active, this is indicated in the Game States box as "P&G Cascade". - Amend Rule 1.8.3: While the Bridges are Up, this is indicated in the Game States box as "Bridges Up". - Amend Rule 1.8.4: While the game is in Knip, this is indicated in the Game States box as "Knip". - Renumber Rule 1.8.5 into Section 9, and amend it so that its first paragraph reads: The Circle Line may be in any of four states: Normal, Clockwise, Anticlockwise and Electrified. While the Circle Line is in a condition other than Normal, this should be indicated in the Disruptions box: "Circle:-->" for Clockwise, "Circle: <--" for Anticlockwise, and "Circle:***" for Electrified. -Amend Rule 1.8.7: While the Gap is being Minded, this should be indicated in the Game States box as "Gap". -Amend the "Mindbocklingly" rule: While the game is in a state of Bock, this should be indicated in the Game States box as "Bock:" where is the two-letter description of the type of Token involved. - Renumber the Charge Spiral Rule into Section 1.8. Also, add the following, so that its final paragraph reads: While a Charge Spiral is in effect, this is indicated in the Game States box as "Charge In" or "Charge Out" for Inwards or Outwards spirals respectively. - Renumber Rules 1.7.36 and 1.7.37, combining into a single Rule and placing in Section 1.8. - Amend all "Token Cascade" references in the Ruleset text to "Token Shower" {Comment: To differentiate from the Parks and Greens Cascade.} - Add the following text to the renumbered and renamed Token Shower rule: If a Token Shower is in play, this should be noted in the Game States box as "Token Shower:" where is the focal Player. - Rename Section 1.9, both in its normal title and in the index, to "Blocks, Impediments and Disruptions". {Comment: Gaps are now a Game State, and other disruptions have since been added.} ----------------------------------------------------------------------------- Proposal 769 - Token Stacking [Amendment] - Remove, if it exists, the bullet point in Rule 4.1.19 which states that "all Tokens for a particular action must be placed on the same Stack." - Add the following bullet point to Rule 1.4.19: * All Tokens spent on any particular Action must be placed on different Stacks. If there are not enough eligible Stacks available, the excess Tokens are destroyed. - Amend the final paragraph of Rule 1.14.3 to read as follows: There may be no more than three Stacks in each Quadrant, and no Token Stack may contain more than six Tokens: if a Token is dropped on a Stack containing six tokens, the bottom Token of that Stack is destroyed to make room for it. If a Station contains another entity which is listed in the Token Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness etc.) then no Tokens may be placed there at all. However, this other item does not count against the number of Stacks that may coexist. Also, no non-Token entity except a Player's Piece may be placed on a Station containing a Token Stack, or Shunted to such a Station unless the Token Stack is Shunted (or Double-Shunted) away first. - Amend the second-to-last paragraph (i.e. the one before the given example) of Rule 1.10.1 so that its final sentence reads: Token Stacks may not be Shunted to any Station containing another Token Stack unless a Double Shunt is played. ----------------------------------------------------------------------------- Proposal 770 - Loop the Loop [Multiple] - Repeal Rules 1.8.1 and 1.8.6. - New Rule 1.8.1 (Loop the Loop): The Game may be in a "Loop" State, which should be detailed in the Game States section as "Loop:" where is the type of Loop. Only one Loop State may exist at once: if the game is placed into more than one Loop, then the most recent Loop continues, and all other Loops are ended. For each Loop, the following must be defined: * A Loop Type: either "Automatic" or "Invoked". * One or more Trap Stations: moving to one of these may start the Loop automatically (in the case of an Automatic Loop) or if the moving Player plays the [ Loop] Action (in the case of an Invoked Loop). If there is more than one Trap Station, they may be Sequential (the stations must be played in a pre-set order) or Unordered (the Player may move to any of the Trap Stations of that particular Loop, with the provision that e may only stay at the same Station if e plays a move of Pass.) * A [ Loop] Action to begin Invoked Loops, together with the cost and conditions of that Action. * A [ Escape] Action to allow the Player of this Action to end the "Loop" Game State, together with the cost and conditions of that Action. * (Optional) A [ Sidestep] Action to allow the Player of this Action to ignore the Loop while leaving the "Loop" Game State still in force for other Players. Also, the cost and conditions of that Action. * (Optional) Any other special features pertaining to that Loop. When a Game is in a Loop State, the Player whose Turn it is *must* do one of the following things: * Make a Standard Move to the Trap Station (or one of them: the next in sequence, should the loop be Multiple and Sequential) if such a Move would normally be possible, depending on LV and any other conditions of play. * Make a Special Move directly to the Trap Station (or one of them: the next in sequence, should the loop be Multiple and Sequential.) A Special Move to a Trap Station of a Loop which is currently in play is always valid, and may not be prevented in any way by any Actions or conditions which prevent Special Moves, and LV is only set to zero if the Player's previous location was a non-Trap Station. * Play a [ Sidestep] Action. E may then move as normal for eir Turn, but the Loop State remains for future players. If three consecutive players (discounting Passes) play Sidestep Actions, the Loop State is ended immediately. * Play a [ Escape] Action. The Loop State is ended, and e may move eir Piece as normal. * Pass or Timeout: eir Piece is immediately moved to a Loop Trap station (or one of them, if there are more than one, and in the correct order if the Loop is Sequential.) In the case of a Timeout, the Player calling the Timeout has the responsibility of stating the destination of the Timeouted Player according to the above restrictions. The following types of Loop are recognised: (1) Standard Holding Loop. (Invoked, Single Trap) Trap Station: As chosen by the [Looping] Actioning Player. Entry Action: [Loop the Loop] - cost=2 Blue. Sidestep Action: [Loop Sidestep] Cost=2 Black Escape Action: [Loop Escape] Cost=1 Blue if at the Trap Station, 2 Blue otherwise. (2) Dollis Hill Loop (Automatic, Single Trap) Trap Station: Dollis Hill Entry Action: Any move which leaves the moving Player at Dollis Hill at the end of eir Turn. Sidestep Action: none. Escape Action: [Dollis Escape] Cost:1 Silver unless the Actioning Player has an LV of 10 or greater. Special: If Game Time is after 2200 hours, a Player at Dollis Hill may play the [Ongar Denial] Action. This destroys all Knid, Spoon and Narg Clamps in play, removes the game from Knip if it is in Knip, and ends the "Dollis Hill Loop" Game State. Ongar becomes a valid Special Move destination for that Player, and may not be prevented by any means. It should be noted that, although Ongar is a Ghost Station, the Ongar Denial is considered to include the [Ghosting] Action implicitly: that Action need not be played separately from the Ongar Denial. (3) Amersham-Aldwych Loop (Invoked, Unordered Multiple Trap) Trap Stations: Amersham, Aldwych. Entry Action: [A-A Loop] - cost 1 Red, 1 Blue Tokens Sidestep Action: [A-A Sidestep] - cost 1 Green, 1 Blue Token. Escape Action: [A-A Escape] - cost 1 Green, 1 Blue if performed at Amersham or Aldwych *and* LV is 10 or greater, 2 Green and 2 Blue otherwise. Special: Each Player enters the Loop at either Station, but on any future Looped turns must either move to the other Station or play a Pass. Also, note that Aldwych is a Ghost Station, and may only be entered with the [Ghosting] Special Move Action. If this is not possible, a Player at Amersham must Pass. (4) Morden Paradox (Invoked, Single Trap) Trap Station: Morden Entry Action: [Using the Morden Paradox Gambit]. This starts the loop automatically. Sidestep Action: [Paradox Sidestep], cost 3 Black Escape Action: [Paradox Escape], cost 3 Black if performed at Morden, 6 Black otherwise. - Delete the Pimlico Loop rule if it has passed. - Delete the [Dollis Escape] and [Dollis Sidestep] Actions from the Action Table, and replace with the following: [ Loop] Post-Move, cost varies. [ Sidestep] Pre-Move, cost varies. [ Escape] Pre-Move, cost varies. [Ongar Denial] Pre-Move, cost 2 Black and 1 Blue ----------------------------------------------------------------------------- Proposal 771 - Game into Boris... [Enactment] Rule 1.8.x The Game shall have a State known as "Boris", which it is either In or Out of: at the start of the game it is Out of Boris, which is considered the default. If the game is In Boris, this should be noted in the GSD Game States section as "Boris". A Player may play the [Into Boris] or [Out of Boris] Action on eir Turn, changing the Boris state accordingly. When a Game is in Boris, the following conditions apply: * The bonus in Table 1.4.20 of 1 Black Token for remaining on the same Line does not apply: instead, a bonus of 1 Black Token is given for any Standard Move which does *not* remain on the same Line. * The [Line Change] action has a cost of zero: instead, any Standard Move which does not involve this Action incurs a penalty of 1 Black Token. If the Player has no Black Tokens, any Standard Move which does not involve a change of Line is invalid. * LV is limited to four less than the usual maximum (i.e. normally 6), and may only be adjusted by up to two points each turn. * No Player may perform any Post-Move Action which changes the location of eir Piece. * No Player may make a move of "Pass". If there exist any conditions which enforce a move of "Pass", the Player must instead make a Special Move (which cannot be prevented by any means) to Dollis Hill instead. Similarly, Timeouted Players are moved automatically to Dollis Hill. A Dollis Hill Loop state is begun in either case. New Actions for the Action Table: [Into Boris] Neutral, 1.8.x, cost 2 Re 2 Bu [Out of Boris] Neutral, 1.8.x, cost 2 Gr 2 Bl. ----------------------------------------------------------------------------- Proposal 772 - Ladders Up and Down. [Multiple] Delete the text of the "Venbacker Ladder" Rule and replace with the following: A Player may perform the Action of [Venbacker Ladder: ] where is either Up or Down, to bring the Game into a State of Venbacker Ladder - this is noted in the Game States section as "Ladder Up" or "Ladder Down". While a Venbacker Ladder is in effect, the following applies: (1) If the ladder is Up at the start of a Player's Turn, then a Standard Move to a Station with a Venbacker Number lower than that of the previous Player's location is Invalid. (2) If the ladder is Down at the start of a Player's Turn, then a Standard Move to a Station with a Venbacker Number higher than the previous Player's location is Invalid. A Player may perform the Action of [Ladder Sidestep] to ignore the Ladder for one Turn: it remains in effect for other Players. A Player may perform the Action of [Ladder Reverse] to reverse the Ladder, from Up to Down or from Down to Up. A Player may perform the Action of [Terminating Ladder] to end a Venbacker Ladder Game State, provided e is situated at a Station with a Venbacker Number below 21 (if the Ladder is Down) or above 275 (if it is Up.) ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Venbacker Ladder Up/Down] Post 1.8.x -2 Bu [Ladder Sidestep] Pre 1.8.x -3 Bk [Ladder Reverse] Neut 1.8.x -1 Bu -1 Bk [Terminating Ladder] Post 1.8.x ----------------------------------------------------------------------------- Proposal 773 - Humpty Dumpty Loop [Enactment] Proposal for a new Rule 1.8.x - Humpty Dumpty Loop A Humpty Dumpty Loop has the Trap Stations Kingsbury, Queensway, Prince Regent, Earl's Court, Barons Court, Knightsbridge. The Sidestep Action [Humpty Sidestep] costs 1 Silver to perform and the Escape Action [Dumpty Escape] can only be performed when the Player has an LV equal to eir Charge. ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Humpty Sidestep] Pre 1.8.2 -1 Si [Dumpty Escape] Post 1.8.2 -2 Gr ----------------------------------------------------------------------------- Proposal 774 - A Whiter Shade of Pale... [Multiple] Amend Rule 1.4.1 - Token Gesture In the Game of Mornington Crescent, there exist a number of differently coloured Tokens, which can be carried by Players and piled in Stacks on Stations. Tokens are created and lost as the Game progresses, and all are listed on the Game State Document. There are eight colours of Token - three Metallic (Gold, Silver and Bronze) and five Plastic (Black, Blue, Green, Red and White). Tokens may be awarded for certain Moves and Actions within the game, and must be expended to perform particular Actions. The Token Cost of any Action shall, where applicable, reflect the nature of the Action and the extent of its effect. The nature of the Action shall be reflected in the colour of Token required and the extent shall be reflected in the number of Tokens required. The type of Actions the different Token Colours should apply to shall be as follows: * Black : Move Actions (those which only affect the position or movement of the Actioning Player's Piece) * Blue : Indirectly Aggressive Actions (those which may indirectly affect the movement or status of another Player's Piece) * Green : Neutral Actions (those which have no immediate effect on any Piece's position, such as declarations) * Red : Aggressive Actions (those which directly affect the position, status or ability to Move of another Player) * White : Defensive Actions (those which protect the Actioning Player) * Bronze : 'Purchasing' Actions (those relating to the acquisition of Gold Tokens and Possessions) * Silver / Gold : Special Actions (ones which should only be allowed to be used infrequently, thus cost more) New Rule 1.4.x - With or Without Sulfo If a Token is Shunted (or moved by similar means) to Angel, the Token turns White. If a White Token is Shunted (or moved by similar means) to Blackfriars, the Token turns Black. Amend lines in 1.7.2: ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Collection Plate] Neut 1.11.7 -1 Si +1 Wh [Collecting Tithe] Neut 1.7.31 -1 Wh [Cowering] Post 1.7.x -1 Wh [Soap on ()] Pre 1.9.x -2 Wh Amend Lost & Found-table in 1.7.53: +-------+-----------------+---------------------------------+ | Roll | Item found | Special/Qualities | +-------------------------+---------------------------------+ | 1-43 | Nothing | | | 44-51 | | Accused of Theft # | | 52-53 | Package | Suspect, dropped | | 54 | Velocity Bomb | | | 55 | Zone 1 Pass | * | | 56 | Zone 2 Pass | * | | 57 | Zone 3 Pass | * | | 58-59 | Spectacles | Garment | | 60-61 | Scarf | Garment, Woolen | | 62 | Glove | Garment, Right Hand | | 63-64 | Glove | Garment, Left Hand | | 65 | Gloves | Garment, Pair | | 66 | Money Belt | Empty, Garment* | | 67 | Casiotone | Musical | | 68 | Drum | Musical | | 69 | Guitar | Musical | | 70 | Harmonica | Small, Musical | | 71 | Saxophone | Musical | | 72 | Violin | Musical | | 73 | Piano | Musical, Too Big | | 74 | A-Z Hat | Hat* | | 75 | BR Hat | Hat* | | 76 | Compass Hat | Hat* | | 77 | Terminus Hat | Hat* | | 78 | Verdant Hat | Hat* | | 79 | Hard Hat | Hat* | | 80 | Silly Hat | Hat* | | 81 | Book | Papery | | 82-83 | Newspaper | Yesterday's, Papery | | 84 | Newspaper | Today's, Papery | | 85 | Tokens | 2 Black | | 86 | Tokens | 2 Blue | | 87 | Tokens | 2 Red | | 88 | Tokens | 2 Green | | 89 | Tokens | 2 White | | 90 | Token | 1 Bronze | | 91 | Token | 1 Silver | | 92 | Token | 1 Gold | | >92 | | First item in Lost & Found Box | +-------+-----------------+---------------------------------+ *) If the Player already possesses the found item, nothing is found. #) The Player is immediately moved to Tower Hill and loses one Bronze Token, if e has any. {Comment: Redefined the White role. Added a couple of ways of getting White Tokens, and a couple of ways of getting rid of them.} ----------------------------------------------------------------------------- Proposal 775 - Return of the Son of the Revenge of the Clever Bear [Amendment] Append the following to Rule 0.9.4 - Fish and Fowl: Who's a Clever Bear? Award A player who feels that e has just performed a particularly clever or stylish sequence of Actions may perform the Action [Taking a Bow] immediatly afterwards. Similarly, a Player who feels that another Player has just made such a move may perform the Action [Applauding ]. Clairifying comments may be added in the Comments section of the GSD, if desired, and the play in question is considered Nominated. At the week's end, the Speaker will consider all moves so Nominated during the previous week, and award the Who's a Clever Bear? trophy to the Player whose move e deems to be the cleverest of the lot. (The Speaker may decline to award the Trophy if the only candidate is self-Nominated, and the Speaker feels the move in question to be unworthy.) The Speaker may give this Award to emself, provided that e was Nominated by another Player, and that there are no other Nominations that week. The Player who receives the Award shall gain an additional +3 Kudos. Insert in Action Table ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Taking a Bow] Neut 0.9.4 none [Applauding ] Neut 0.9.4 none {Comments: I always liked the idea of the Clever Bear award - Players _should_ gain recognition for pulling off a particularly clever or cheeky move. However, it was, I imagine, quite a nuisance for the Speaker to keep track of, hence its banishment. Thus, a clear method for Players to nominate each other (and themselves), giving the Speaker a defined list of candidates to choose from, instead of having to think back to all the moves played in all the games in the past week...} { Speaker's Comment: the Proposer is very perceptive. } ----------------------------------------------------------------------------- Proposal 776 - Hatcheries [Action] ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Hatching from to ] Post 1.8.x -1 Si -z Bu* [Cross-Hatching from to ] Post 1.8.x -1 Go -z Bu* [Un-Hatching from to ] Post 1.8.x -1 Go -z Bu* *) 1 Blue Token per Station in the LIne Segment Rule 1.8.x - Hatcheries A Line Segment may be Hatched by playing the Post-Move Action "[Hatching from to ]", where & are Stations and is a Line upon which both Stations rest and via which there is a continuous route between the Stations that requires no changes in direction. The order of Stations in the Action is not significant. In order to Hatch a Line Segment, the Actioning Player must have Moved via the Line Segment in the same Turn. Hatching a Line Segment causes all Stations in that Line Segment not to be considered part of the Line in question for a period of one Round. For the purpose of counting Lines at an Interchange, the Hatched Line Segment is considered absent. A Hatched Line Segment is indicated in Disruptions by the suffix "(Hatch)" appended to the affected Line Segment, the Line Segment being described by its end Stations and the affected Line Code. eg Angel to Bank (NT) (Hatch) A Hatched Line Segment may be Cross-Hatched by playing the Post-Move Action "[Cross-Hatching from to ]", where , and are defined as mentioned above, provided the Actioning Player is at a Station in the Line Segment to be Cross-Hatched. Cross-Hatching a Line Segment causes all Stations in that Line Segment not to be considered part of the Line in question until Un-Hatched. Similar to Hatching, a Cross-Hatched Line Segment is indicated in Disruptions by the suffix "(Cross-Hatch)". eg Angel to Bank (NT) (Cross-Hatch) A Cross-Hatched Line Segment may be Un-Hatched by playing the Post-Move Action "[Un-Hatching from to ]", where , and are defined as mentioned above, provided the Actioning Player is at a Station in the Line Segment to be Un-Hatched. Un-Hatching a Line Segment causes all Stations in that Line Segment to be considered part of the Line in question again. ----------------------------------------------------------------------------- Proposal 777 - Lyttleton Announcement [Action] Rule 1.7.x - Lyttleton Announcement A Player may perform the Neutral Action of "[Lyttleton Announcement]". When a Lyttleton Announcement is made, all Players lose eir Home Stations at the end of the Turn. ------------------------------------------------------------------------ Action ('#' if Singular) Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Lyttleton Announcement] Neut 1.7.x 50 -1 Go ----------------------------------------------------------------------------- Proposal 778 - Fair Warning [Enactment] As close as possible to thirty-six hours before the votes are due in a Week, the Speaker will send out an email to all Active Players who have voted on less than half of the current Proposals. This message will have the subject line "MN: Reminder to Vote" and notify the Player in question that the bulk of their votes are still uncast. {Comments: I hate to lumber the Speaker with this, but it'd certainly help me to remember that I haven't cast all my votes in this Week. And I think that if we can get everyone to vote things will be a little more even in the voting scheme. But that's just me.} ----------------------------------------------------------------------------- Proposal 779 - New, Clear Bomb [Amendment] In Rule 1.7.30, replace the first paragraph with:- Any Player who is fewer than five stations away from a Suspect Package may perform the neutral Action of "[Detonating Package]" to Detonate that Package, where "" is the Station it rests at. { A simply radio-detonator range, sort of thing, rather than making it LV based; such was merely another bonus for Going Very Quickly, and one that didn't seem to fit terribly well. (Arguably a Doppler effect, but not if you're speeding away from the Package.) } And replace the last paragraph with:- A Player may perform the Action of [Defusing Package] provided that e is situated at the same location as a Suspect Package, and that e did not place the Package there emself. Upon performing this Action, that Package is removed from play and the Actioning Player gains a Silver Token. { Vague tweaking; you should be rewarded for defusing someone else's Suspect Package, even if you dropped a different one of your own last Turn. } ----------------------------------------------------------------------------- Proposal 780 - Muzzling [Amendment] Replace the third paragraph of Rule 1.8.4 (Knip) with:- When a Game is in Knip, no Players may perform Actions which include Token expenditure (with the exception of "[Out of Knip]" and "[Line Change]"). { Knip was forged in the early days when there weren't many Actions of great impact, and when Tokens were scarce; the current Knip effect of sacrificing a Token at the end of each Turn just seems a bit weak (a Bronze or Black per Turn isn't too tricky) and easy to overlook (more often than not we forget about the Token loss when we're in Knip). In these enlightened times, particularly with MC requiring an Action to Open, I suspect that the mere denial of non-free Actions is probably crippling enough. } ----------------------------------------------------------------------------- Proposal 781 - A Chip Off The Old Bock [Multiple] { Rewording Bock a bit (there's no need to waffle about checking whether Actions have been performed since other Actions now we've got the Disruptions Box; such is a mere Gapminding hangover), and altering things so that free Actions remain free, and so that Line Changing and Token Exchange Actions aren't touched. Oh, and making the thing reasonably expensive; three Blues instead of a mere one. } Reword Rule 1.8.8 (Mindbocklingly...) to:- Players may perform the Post-Move Action "[ Bock]", the Post-Move Action "[Un-Bock ]" and the Post-Move Action "[Un-Bock]", where is a permissible Token colour. When a Player performs a "[ Bock]" Action, the Game is put into " Bock"; this is detailed in the Disruptions Box of the GSD. When a Player performs a "[Un-Bock ]" Action, the relevant Bock is removed from the Disruptions Box. When a Player performs the "[Un-Bock]" Action, all Bocks are removed. For each Bock State that the Game is in, the cost of all Actions is increased by one Token of the Bock colour, unless one of the following conditions is true for that Action:- * The Actioning Player is situated at a Station of the Bock colour, which for the purpose of this rule is defined as a Station with the colour string in its name (e.g. "Goldhawk Road" for Gold Bock). * The Token cost of the Action already includes one or more Tokens, or is a Token Exchange Action, or is free. * The Action is "[Un-Bock ]", "[Un-Bock]" or "[Line Change]". Adjust the cost of "[ Bock]" to "-3 Bu, -1 ". ----------------------------------------------------------------------------- Proposal 782 - A Poor Second To Belgium [Action] ------------------------------------------------------------------------ Action Phase Rule Dur Cost Gain ------------------------------------------------------------------------ [Double Helsinki] Neut 1.7.x -6 Bu [Single Helsinki] Neut 1.7.x -3 Bu [Triple Helsinki] Neut 1.7.x -9 Bu ------------------------------------------------------------------------ A Player may perform a Single, Double or Triple Helsinki to "sink" all of the Game's Token Stacks into the Map. Upon performing a Single Helsinki, the bottom Token of all Token Stacks is destroyed. A Double Helsinki destroys the bottom two, a Triple the bottom three. A Player may not perform more than one Helsinki Action per Turn. { Implementation of a classic piece of Crescent terminology, and a reasonable foil to the businesses of "free" Tithing and scattering Tokens for imminent collection, amongst other things. } ----------------------------------------------------------------------------- Proposal 783 - Fighting For Our Wealth [Enactment: Section 2.4] In addition to Tokens received at the start of the Game, each Player receives one Gold Token. { To encourage the attacking of other Players in a Ruttsborough Game, and to possibly swiften the Game up - both fast and furious. } -----------------------------------------------------------------------------